Arcane savants roam in search of forgotten lore and ancient magical devices. They are specialists in the theory of magic, illuminating mysteries of the eldritch fabric that permeates existence. The path of the savant brings mastery of the lore of glyphs and sigils, knowledge of exotic spells, and the power to unlock the full potential of magical devices.

Class Information

This is a prestige archetype. An arcane savant is a spellcaster specialized in scrolls and symbols.

Class Features

These are all the class features of the mystic savant.

Weapon and Armor Proficiency

Mystic savants are proficient with the club, dagger, and quarterstaff, but not with any type of armor or shield. Armor interferes with a mystic savant's movements, which can cause his arcane spells with somatic components to fail.

Spells

The mystic savant learns and casts spells exactly like a wizard, including using arcane magic, the effect of Intelligence on spellcasting, spellbooks, automatically learned spells, and cantrips.

Bonus Languages

An mystic savant adds Aboleth, Aklo, Cyclops, Draconic, Necril and Sphinx to the list of bonus languages available to the character because of his race.

Savant Activation (Ex)

An mystic savant can always take 10 on Use Magic Device checks, except when activating an item blindly.

Scribe Scroll

At 1st level, an mystic savant gains Scribe Scroll as a bonus feat.

Esoteric Magic (Ex)

At 2nd level and every two class level beyond 2nd, the mystic savant chooses a spell from any class’s spell list and thereafter treats it as if it were on his spell list; if it is not normally on his spell list, it is treated as 1 level higher. The spell's final level must be one the mystic savant can cast. This spell is automatically added to the mystic savant's familiar, known spells, or spellbook, as appropriate.

Master Scholar (Ex)

At 2nd level a mystic savant adds 1/2 his class level as a bonus on all Knowledge (arcana), Spellcraft, and Use Magic Device checks. He can always take 10 on Knowledge (arcana) and Spellcraft checks, even if distracted or endangered.

Glyph-Finding (Ex)

At 3rd level, a mystic savant can use Spellcraft to find writing-based magical traps (including glyphs, runes, sigils, and symbols) in the same way a rogue with trapfinding can use Perception to search for traps.

Scroll Master (Su)

A 5th-level mystic savant uses his own caster level instead of the item’s caster level when using a scroll or other spell completion item.

Quick Identification (Sp)

Starting at 7th level, a savant may identify the magic properties of an item as a swift action. This has the effect of using detect magic and identify in combination for 3 rounds on a particular item.

Sigil Master (Su)

A 9th level, a mystic savant receives a +5 bonus on saving throws against writing-based magical traps, and if the save is successful he does not trigger the trap. If he leaves the trap’s area and then re-enters, he must save again. A trap that has already been triggered functions normally against a mystic savant, though he still receives this saving throw bonus.

Silence Master (Su)

A 11th-level mystic savant is able to activate spell trigger, spell completion, and command word items silently, substituting a magical gesture for the necessary words. He cannot use this ability in circumstances where he could not cast a spell with somatic components. He must know how to activate an item normally for this ability to work.

Three times per day he may cast a spell of 3rd level or lower as if he were using a http://www.d20pfsrd.com/magic-items/rods/metamagic-rods/metamagic-silent silent metamagic rod]. At level 15, he can use silence master six times per day. He can cast spells up to 6th level silently. At level 19, he can cast spells silently nine times per day. He can cast up to 9th level silently.

Dispelling Master (Su)

Starting at 13th level, the savant can spontaneously convert any prepared spell into dispel magic by losing a spell slot of equal or higher level. At level 17, he can spontaneously convert into or greater dispel magic as well. Every time he successfully uses either of these spells to make a targeted dispel or counterspell, he heals hit points equal to the caster level of the effect dispelled or counterspelled.

Analyze Dweomer (Sp)

Starting at 12th level, a savant may use analyze dweomer as a free action for up to 1 round per level per day. He may use this ability in 1-round increments.

Table: Mystic Savant

Class Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Spells per Day

0

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1st

+0

+0

+0

+2

Savant activation, Scribe Scroll

3

1

—

—

—

—

—

—

—

—

2nd

+1

+0

+0

+3

Esoteric magic, master scholar

4

2

—

—

—

—

—

—

—

—

3rd

+1

+1

+1

+3

Glyph finding

4

2

1

—

—

—

—

—

—

—

4th

+2

+1

+1

+4

Esoteric magic

4

3

2

—

—

—

—

—

—

—

5th

+2

+1

+1

+4

Scroll master

4

3

2

1

—

—

—

—

—

—

6th

+3

+2

+2

+5

Esoteric magic

4

3

3

2

—

—

—

—

—

—

7th

+3

+2

+2

+5

Quick identification

4

4

3

2

1

—

—

—

—

—

8th

+4

+2

+2

+6

Esoteric magic

4

4

3

3

2

—

—

—

—

—

9th

+4

+3

+3

+6

Sigil master

4

4

4

3

2

1

—

—

—

—

10th

+5

+3

+3

+7

Esoteric magic

4

4

4

3

3

2

—

—

—

—

11th

+5

+3

+3

+7

Silence master (3rd)

4

4

4

4

3

2

1

—

—

—

12th

+6/+1

+4

+4

+8

Esoteric magic

4

4

4

4

3

3

2

—

—

—

13th

+6/+1

+4

+4

+8

Dispelling master

4

4

4

4

4

3

2

1

—

—

14th

+7/+2

+4

+4

+9

Analyze dweomer, esoteric magic

4

4

4

4

4

3

3

2

—

—

15th

+7/+2

+5

+5

+9

Silence master (6th)

4

4

4

4

4

4

3

2

1

—

16th

+8/+3

+5

+5

+10

Esoteric magic

4

4

4

4

4

4

3

3

2

—

17th

+8/+3

+5

+5

+10

Dispelling master (greater)

4

4

4

4

4

4

4

3

2

1

18th

+9/+4

+6

+6

+11

Esoteric magic

4

4

4

4

4

4

4

3

3

2

19th

+9/+4

+6

+6

+11

Silence master (9th)

4

4

4

4

4

4

4

4

3

3

20th

+10/+5

+6

+6

+12

Esoteric magic

4

4

4

4

4

4

4

4

4

4

Alternate Build Classes

A mystic savant learns and casts spells exactly like the build class, including type of magic (arcane or psychic), the effect of ability scores on spellcasting and cantrips or knacks. He only suffers from arcane spell failure if he casts arcane spells.

In addition, the mystic savant inherits the weapon and armor proficiencies of the build class, replacing those given above. He also gains following class features from the build class.

Sorcerer
The sorcerer savant gains Eschew Materials as a bonus feat at level 1. He chooses a sorcerer bloodline, but only gains bloodline spells and the bloodline skill from his bloodline.

Psychic
The psychic savant gains the psychic discipline class feature, including discipline spells and discipline powers. Because he lacks a phrenic pool, certain discipline powers do not work, notably those of the Enlightenment discipline.

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have mystic savant as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

Dwarf: Gain 1/4 of a Weapon Proficiency, Armor Proficiency, or Shield Proficiency feat. You must fulfill the prerequisites. For each proficiency gained this way, reduce the chance of arcane spell failure by 5% when wearing armor.

Elf: Add 1 to your class level, but only to qualify for and use silence master. When your effective level with silence master reaches 20, and each level thereafter, you gain an additional daily use of silence master.

Gnome: 1/2 time, when learning a spell with using esoteric magic that is of the illusion school and not on your class spell list, you count the spell as being of its original spell level (instead of increasing the effective spell level by 2).

Half-Elf: When casting enchantment spells, add +1/3 to the effective caster level of the spell, but only to determine the spell’s duration.

Half-Orc: Add a +1 bonus on concentration checks made due to taking damage while casting spells.

Human: Add 1/2 spell to the number of spells learned from the esoteric magic ability.

Erkunae: FEC Gain 1/4 of a Weapon Proficiency or Armor Proficiency feat. You must fulfill the prerequisites. For each proficiency gained this way, reduce the chance of arcane spell failure by 5% when wearing armor.

Eventual: FEC Add 1/2 spell from your class spell list to your familiar, known spells, or spellbook as appropriate. You cannot learn more spells from this ability than you have learned from your own class spell list using esoteric magic.

Ifrit: ARG 1/2 time, when learning a spell with using esoteric magic that has the fire descriptor and is not on your class spell list, you count the spell as being of its original spell level.

Kitsune: ARG 1/2 time learning a spell with using esoteric magic that is of the enchantment school and is not on your class spell list, you count the spell as being of its original spell level.

Oread: ARG 1/2 time, when learning a spell with using esoteric magic that has the acid or earth descriptor and is not on your class spell list, you count the spell as only one level higher (instead of 2 levels higher).

Sylph: ARG 1/2 time, when learning a spell with using esoteric magic that has the air or electricity descriptor and is not on your class spell list, you count the spell as being of its original spell level.

Undine: ARG 1/2 time, when learning a spell with using esoteric magic that has the cold or water descriptor and is not on your class spell list, you count the spell as being of its original spell level.

Zendiqi: FEC 1/2 time, when learning a spell with using esoteric magic that has the air, earth, fire, or water descriptor and is not on your class spell list, you count the spell as being of its original spell level.

See Also

Open Gaming License

The text in this article is Open Game Content. It is covered by the Open Game License v1.0a, rather than the Hastur copyright. To distinguish it, these items will have this notice. If you see any page that contains OGL material and does not show this license statement, please contact one of the Hastur administrators. Please note that images used in article may have different copyright than the text.